var SubGameLayer = cc.Layer.extendEX({
    /**
     * 初始化游戏场景
     * @param data
     * @param roomDataType
     */
    initGameLayer: function (data, roomDataType) {
        // var isReplay = (roomDataType == ROOM_DATA_TYPE.REPLAY);
        // var isReconnect = (roomDataType == ROOM_DATA_TYPE.RECONNECT);
        //var reconnectData = this._getRoomData(data, roomDataType);
        var roomLayer = null;
        switch (gameData.mapId) {
            case app.map_id.YZCHZ:
                roomLayer = new ZiPaiRoomYZCHZ(data, roomDataType);
                break;
            case app.map_id.NXPHZ:
                roomLayer = new ZiPaiRoomNX(data, roomDataType);
                break;
            case app.map_id.QYLDS:
                roomLayer = new ZiPaiRoomNX(data, roomDataType);
                break;
            case app.map_id.HUAIHUA_HONGGUAIWAN:
                roomLayer = new ZiPaiRoomHuaiHua(data, roomDataType);
                break;
            case app.map_id.HUAIHUA_QUANMINGTANG:
                roomLayer = new ZiPaiRoom(data, roomDataType);
                break;
        }
        if (!roomLayer) {
            showAlert('场景不存在');
            return;
        }
        window.maLayer = roomLayer;
        this.addChild(roomLayer);
        return roomLayer;
    }
});